5. Localization
“The process of adapting a game for a
specific country”
• Conceptual
• Translation
• Text-based assets
6. Pipeline
“A set of data processing elements
connected in series, so that the output
of one element is the input of the next
one. ”
• H/W – S/W term
• Structured process
• Visual representation
10. How?
Analyze the pipeline to find bottlenecks
• Software engineering concepts
• Qualitative data
• “Weakest link in the chain”
Reduce / eliminate bottlenecks
11. If it costs $10 to make a program change
during development, it will probably cost $400
to do it after the system is in the field.
- R.S. Pressman (1992) Software Engineering: A
Practitioner's Approach
12. Once a piece of software makes it into the field,
the cost of fixing an error can be 100 times as
high as it would have been during the
development stage.
- Robert N. Charette (2005) Why Software Fails
[IEEE Spectrum]
13. It is about 40-100 times more expensive to
fix problems in the maintenance phase of a
program than in the design phase.
- B.W. Boehm (1981) Software Engineering
Economics
25. What to Communicate?
> Concept diagrams
> Gameplay flowcharts
> Playable copy of the game, if possible
> As much context as possible
> Character descriptions
> Glossary or dictionary of game items and
game elements
26. What to Communicate?
• Timely updates
• Status
• Schedule changes
Think of vendor as part of the
production team
27. Interfaces
• Set clear expectations
• Single point of contact
• Avoid adding unnecessary layers
• Channel not filter
29. How are MMOGs different?
• Support for multiple concurrent
languages
• Server-based, so unique opportunity to
update the game while it’s being played
Dynamic Content
• User-generated content
30. Implications for the LP
• Need a process to handle content that
rapidly changes
• Need to store the content efficiently
• Server can push new localized text out
to the clients (like patching)
• Need a more streamlined workflow and
interfaces
32. Handling dynamic content (1)
• Need highly optimized pipeline
• Automated tools a must
• Need good, streamlined interfaces for
good communication with vendor
• Need to make the vendor part of your
team
33. Handling dynamic content (2)
• Move l10n closer to content authoring
• Need Content Management System to
orchestrate the workflow
• Make l10n part of the
development/creative process and not
just an afterthought
34. Conclusions
• Translation/localization is a process not an
activity
• Tools can help automate/streamline the
process
• Good communication on "both sides of the
fence" is crucial
• Choose your localization vendor carefully
• As content becomes more dynamic, think
Content Management and integrate the
vendor closer to your production flow